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The other market that adventure games are good for is younger kids, especially if the game doesn't require a lot of motor skills. Kids have very little trouble suspending their particular disbelief (I cannot believe I used to love Voyage into the Bottom of the Sea), and so they like figuring things out just as much as adults do. The huge success of the remade Legend of Zelda intended for the Nintendo 64 confirmed both that there's clearly still a market there, and that 3D IMAGES engines have just as much to contribute to adventure games because they do to other makes. We'll still have to face that issue of development costs, but with companies now typically spending a million dollars or more issues games, it's not as if the other genres are cheap either. The voice-overs and video segments that utilized to be found only in adventure games are now included in a variety of games. Recording video costs the same amount whether it's for a wargame or an adventure game. For richness, depth, characterization and sheer artsy effort, adventure games are head and shoulders above the other genres, and that showed in both their development and marketing finances. A lot of people worked on them and even more people wanted to. Adventure online games have since faded into your background, pushed aside usually by 3D shooters and real-time strategy games. The word "adventure game" itself is of a misnomer nowadays. It's a shortening of the phrase "Adventure-type game, " which by itself is a tribute to the initially adventure game of them all, oftentimes called Colossal Cave nonetheless more often simply known as Excursion. But for the real white-knuckled, heart-in-the-mouth feeling of danger that should go along with an adventure, it's very difficult to beat a modern 3D game like Half-Life as well as Thief: The Dark Job, especially when it's played exclusively late at night. The term "adventure game" came to mean a game with characters, puzzles, and a plot to be open for use, usually without any twitch components. 3D accelerator cards had a lot to do with the adventure game's decline. 3D engines allow ease of movement, unlimited views, and above all, speed. 3 DIMENSIONAL acceleration is one of the best things that ever happened to the industry, but in our hurry to make the games ever more quickly, we've sacrificed the visible richness of our settings. What the point of having a stunningly beautiful environment if you're going to race through it disregarding anything that doesn't shoot at you?The other thing that pushed the traditional adventure match out of the limelight was on-line gaming. No disrespect intended to StarCraft's game technicians - I enjoyed the sport a lot - but what genuinely kept me playing through thirty missions was the account. Adventure games are the quintessential single-player experience. Many single-player computer games are really multi-player activities in which the machine is a impoverished substitute for a human opponent, once more it's possible to play against human opponents, that's the way the industry is going. But excitement games aren't about competition; in fact , they're not really "games" at all. There isn't an opposition in the usual sense, neither is there a victory condition, other than having solved every one of the puzzles and reached the end of the story. Adventure games are about the actions associated with an individual in a complex environment, usually a world where minds are more important than weapons. If you play them with another person, it should be someone sitting in similar room with you helping you think - adventure games reward lateral thinking. The genre is not without its conditions, the worst of which is certainly its development cost. Infocom and LucasArts got quite good at developing reusable motors, with their Z-machine and SCUMM respectively, but the real money sinks were all that artwork and all that audio. Stories require content, and interactive testimonies require three to twenty times as much content since linear ones do. Marketers put a heck of an lot of money into developing their very own adventure games (Phantasmagoria came out on seven compact disks) and they simply didn't view the kind of revenue needed to warrant the expense. When you could make at least as much money with a Quake-based game at a fraction of the cost, why bother expanding an adventure game?Despite all this, I think they're credited for a comeback. There's still a market for the slower-paced game whose challenge is primarily mental. Filled with ingenious brainteasers and visual treats, adventure games were constantly popular with women. And even though more women are using computers and playing games than ever before, in terms of offering entertainment that many women like, I think the industry has actually slipped backwards a bit. The current emphasis on driving and flying and shooting (all thanks to 3D accelerators, from course) doesn't really appeal to a lot of women; nor does the nitpicky business of managing tools production that takes up much of your time in real-time strategy games. The other industry that adventure games are good for is younger kids, especially if the game doesn't require a lot of motor skills. Kids possess very little trouble suspending their particular disbelief (I cannot consider I used to love Voyage towards the Bottom of the Sea), and so they like figuring things away just as much as adults do. The huge success of the remade Legend of Zelda meant for the Nintendo 64 confirmed both that there's clearly nonetheless a market there, and that THREE DIMENSIONAL engines have just as much to contribute to adventure games because they do to other styles. We'll still have to face that issue of development costs, but with companies now typically spending a million dollars or more troubles games, it's not as if the other genres are low-cost either. The voice-overs and video segments that employed to be found only in excitement games are now included in all kinds of games. If I'm seeking fame and fortune and the like of my lady fair, the last sort of person I want for a companion is a guy named Sir KewL DooD. What interests me the majority of about computer games are the most people and places, relationships and events unfolding, and getting to be able to interact with them. I gamed all the way through StarCraft (cheating occasionally) not because I was mesmerized by the wargame itself, nonetheless because I wanted to find out what happened to Jim Raynor and Sarah Kerrigan. No disrespect intended to StarCraft's game mechanics - I enjoyed the game a lot - but what seriously kept me playing through thirty missions was the tale. Adventure games are the essential single-player experience. Many single-player computer games are really multi-player games in which the machine is a negative substitute for a human opponent, yet again it's possible to play against human being opponents, that's the way the industry is going. But experience games aren't about competition; in fact , they're not really "games" at all. There isn't an adversary in the usual sense, neither is there a victory state, other than having solved all of the puzzles and reached the end of the story. Adventure video games are about the actions associated with an individual in a complex community, usually a world where minds are more important than pistols. If you play them with another individual, it should be someone sitting in precisely the same room with you helping you think - adventure games prize lateral thinking. The genre is not without its problems, the worst of which can be its development cost.